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authorScott Main <smain@google.com>2012-06-21 17:14:39 -0700
committerScott Main <smain@google.com>2012-06-21 21:27:30 -0700
commit50e990c64fa23ce94efa76b9e72df7f8ec3cee6a (patch)
tree52605cd25e01763596477956963fabcd087054b0 /docs/html/tools/sdk/ndk
parenta2860267cad115659018d636bf9203a644c680a7 (diff)
downloadframeworks_base-50e990c64fa23ce94efa76b9e72df7f8ec3cee6a.zip
frameworks_base-50e990c64fa23ce94efa76b9e72df7f8ec3cee6a.tar.gz
frameworks_base-50e990c64fa23ce94efa76b9e72df7f8ec3cee6a.tar.bz2
Massive clobber of all HTML files in developer docs for new site design
Change-Id: Idc55a0b368c1d2c1e7d4999601b739dd57f08eb3
Diffstat (limited to 'docs/html/tools/sdk/ndk')
-rw-r--r--docs/html/tools/sdk/ndk/1.5_r1/index.jd6
-rw-r--r--docs/html/tools/sdk/ndk/1.6_r1/index.jd5
-rw-r--r--docs/html/tools/sdk/ndk/index.jd1128
-rw-r--r--docs/html/tools/sdk/ndk/overview.jd588
4 files changed, 1727 insertions, 0 deletions
diff --git a/docs/html/tools/sdk/ndk/1.5_r1/index.jd b/docs/html/tools/sdk/ndk/1.5_r1/index.jd
new file mode 100644
index 0000000..4c70a8a
--- /dev/null
+++ b/docs/html/tools/sdk/ndk/1.5_r1/index.jd
@@ -0,0 +1,6 @@
+page.title=Android 1.5 NDK, Release 1
+sdk.redirect=true
+sdk.redirect.path=ndk/index.html
+
+@jd:body
+
diff --git a/docs/html/tools/sdk/ndk/1.6_r1/index.jd b/docs/html/tools/sdk/ndk/1.6_r1/index.jd
new file mode 100644
index 0000000..090dcdc
--- /dev/null
+++ b/docs/html/tools/sdk/ndk/1.6_r1/index.jd
@@ -0,0 +1,5 @@
+page.title=Android 1.6 NDK, Release 1
+sdk.redirect=true
+sdk.redirect.path=ndk/index.html
+
+@jd:body
diff --git a/docs/html/tools/sdk/ndk/index.jd b/docs/html/tools/sdk/ndk/index.jd
new file mode 100644
index 0000000..956d939
--- /dev/null
+++ b/docs/html/tools/sdk/ndk/index.jd
@@ -0,0 +1,1128 @@
+ndk=true
+
+ndk.win_download=android-ndk-r8-windows.zip
+ndk.win_bytes=109928336
+ndk.win_checksum=37b1a2576f28752fcc09e1b9c07e3f14
+
+ndk.mac_download=android-ndk-r8-darwin-x86.tar.bz2
+ndk.mac_bytes=96650992
+ndk.mac_checksum=81ce5de731f945692123b377afe0bad9
+
+ndk.linux_download=android-ndk-r8-linux-x86.tar.bz2
+ndk.linux_bytes=88310791
+ndk.linux_checksum=5c9afc9695ad67c61f82fbf896803c05
+
+page.title=Android NDK
+
+@jd:body
+
+<h2 id="notes">Revisions</h2>
+
+<p>The sections below provide information and notes about successive releases of
+the NDK, as denoted by revision number. </p>
+
+<script type="text/javascript">
+function toggleDiv(link) {
+ var toggleable = $(link).parent();
+ if (toggleable.hasClass("closed")) {
+ //$(".toggleme", toggleable).slideDown("fast");
+ toggleable.removeClass("closed");
+ toggleable.addClass("open");
+ $(".toggle-img", toggleable).attr("title", "hide").attr("src", "{@docRoot}assets/images/triangle-opened.png");
+ } else {
+ //$(".toggleme", toggleable).slideUp("fast");
+ toggleable.removeClass("open");
+ toggleable.addClass("closed");
+ $(".toggle-img", toggleable).attr("title", "show").attr("src", "/assets/images/triangle-closed.png");
+ }
+ return false;
+}
+</script>
+
+<style>
+.toggleable {
+padding: 5px 0 0;
+}
+.toggleme {
+ padding: 10px 0 0 20px;
+}
+.toggleable a {
+ text-decoration:none;
+}
+.toggleme a {
+ text-decoration:underline;
+}
+.toggleable.closed .toggleme {
+ display:none;
+}
+#jd-content .toggle-img {
+ margin:0 5px 3px 0;
+}
+</style>
+
+<div class="toggleable open">
+ <a href="#" onclick="return toggleDiv(this)"><img src=
+ "{@docRoot}assets/images/triangle-opened.png" class="toggle-img" height="9px" width="9px">
+ Android NDK, Revision 8</a> <em>(May 2012)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK includes support for MIPS ABI and a few additional fixes.</p>
+
+ </dl>
+ <dt>New features:</dt>
+
+ <dd>
+ <ul>
+ <li>Added support for the MIPS ABI, which allows you to generate machine code that runs on
+ compatible MIPS-based Android devices. Major features for MIPS include MIPS-specific
+ toolchains, system headers, libraries and debugging support. For more details regarding
+ MIPS support, see {@code docs/CPU-MIPS.html} in the NDK package.
+
+ <p>By default, code is generated for ARM-based devices. You can add {@code mips} to
+ your {@code APP_ABI} definition in your {@code Application.mk} file to build
+ for MIPS platforms. For example, the following line instructs {@code ndk-build}
+ to build your code for three distinct ABIs:</p>
+
+ <pre>APP_ABI := armeabi armeabi-v7a <strong>mips</strong></pre>
+
+ <p>Unless you rely on architecture-specific assembly sources, such as ARM assembly
+ code, you should not need to touch your {@code Android.mk} files to build MIPS
+ machine code.</p>
+ </li>
+
+ <li>You can build a standalone MIPS toolchain using the {@code --arch=mips}
+ option when calling <code>make-standalone-toolchain.sh</code>. See
+ {@code docs/STANDALONE-TOOLCHAIN.html} for more details.
+ </li>
+ </ul>
+
+ <p class="note"><strong>Note:</strong> To ensure that your applications are available
+to users only if their devices are capable of running them, Google Play filters applications based
+on the instruction set information included in your application — no action is needed on your part
+to enable the filtering. Additionally, the Android system itself also checks your application at
+install time and allows the installation to continue only if the application provides a library that
+is compiled for the device's CPU architecture.</p>
+ </dd>
+
+ <dt>Important bug fixes:</dt>
+
+ <dd>
+ <ul>
+ <li>Fixed a typo in GAbi++ implementation where the result of {@code
+ dynamic_cast&lt;D&gt;(b)} of base class object {@code b} to derived class {@code D} is
+ incorrectly adjusted in the opposite direction from the base class.
+ (<a href="http://code.google.com/p/android/issues/detail?id=28721">Issue 28721</a>)
+ </li>
+ <li>Fixed an issue in which {@code make-standalone-toolchain.sh} fails to copy
+ {@code libsupc++.*}.</li>
+ </ul>
+ </dd>
+
+ <dt>Other bug fixes:</dt>
+
+ <dd>
+ <ul>
+ <li>Fixed {@code ndk-build.cmd} to ensure that {@code ndk-build.cmd} works correctly even
+ if the user has redefined the {@code SHELL} environment variable, which may be changed
+ when installing a variety of development tools in Windows environments.
+ </li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+</div>
+
+<div class="toggleable closed">
+ <a href="#" onclick="return toggleDiv(this)"><img src=
+ "{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px">
+ Android NDK, Revision 7c</a> <em>(April 2012)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK includes an important fix for Tegra2-based devices, and a few
+additional fixes and improvements:</p>
+
+ <dl>
+ <dt>Important bug fixes:</dt>
+
+ <dd>
+ <ul>
+ <li>Fixed GNU STL armeabi-v7a binaries to not crash on non-NEON
+ devices. The files provided with NDK r7b were not configured properly,
+ resulting in crashes on Tegra2-based devices and others when trying to use
+ certain floating-point functions (e.g., {@code cosf}, {@code sinf}, {@code expf}).</li>
+ </ul>
+ </dd>
+
+ <dt>Important changes:</dt>
+
+ <dd>
+ <ul>
+ <li>Added support for custom output directories through the {@code NDK_OUT}
+ environment variable. When defined, this variable is used to store all
+ intermediate generated files, instead of {@code $PROJECT_PATH/obj}. The variable is
+ also recognized by {@code ndk-gdb}. </li>
+ <li>Added support for building modules with hundreds or even thousands of source
+ files by defining {@code LOCAL_SHORT_COMMANDS} to {@code true} in your {@code Android.mk}.
+ <p>This change forces the NDK build system to put most linker or archiver options
+ into list files, as a work-around for command-line length limitations.
+ See {@code docs/ANDROID-MK.html} for details.</p>
+ </li>
+ </ul>
+ </dd>
+
+ <dt>Other bug fixes:</dt>
+
+ <dd>
+ <ul>
+ <li>Fixed {@code android_getCpuCount()} implementation in the {@code cpufeatures}
+helper library. On certain devices, where cores are enabled dynamically by the system, the previous
+implementation would report the total number of <em>active</em> cores the first time the function
+was called, rather than the total number of <em>physically available</em> cores.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+</div>
+
+
+<div class="toggleable closed">
+ <a href="#" onclick="return toggleDiv(this)"><img src=
+ "{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px">
+ Android NDK, Revision 7b</a> <em>(February 2012)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK includes fixes for native Windows builds, Cygwin and many other
+ improvements:</p>
+
+ <dl>
+ <dt>Important bug fixes:</dt>
+
+ <dd>
+ <ul>
+ <li>Updated {@code sys/atomics.h} to avoid correctness issues
+ on some multi-core ARM-based devices. Rebuild your unmodified sources with this
+ version of the NDK and this problem should be completely eliminated.
+ For more details, read {@code docs/ANDROID-ATOMICS.html}.</li>
+ <li>Reverted to {@code binutils} 2.19 to fix debugging issues that
+ appeared in NDK r7 (which switched to {@code binutils} 2.20.1).</li>
+ <li>Fixed {@code ndk-build} on 32-bit Linux. A packaging error put a 64-bit version
+ of the {@code awk} executable under {@code prebuilt/linux-x86/bin} in NDK r7.</li>
+ <li>Fixed native Windows build ({@code ndk-build.cmd}). Other build modes were not
+ affected. The fixes include:
+ <ul>
+ <li>Removed an infinite loop / stack overflow bug that happened when trying
+ to call {@code ndk-build.cmd} from a directory that was <em>not</em> the top of
+ your project path (e.g., in any sub-directory of it).</li>
+ <li>Fixed a problem where the auto-generated dependency files were ignored. This
+ meant that updating a header didn't trigger recompilation of sources that included
+ it.</li>
+ <li>Fixed a problem where special characters in files or paths, other than spaces and
+ quotes, were not correctly handled.</li>
+ </ul>
+ </li>
+ <li>Fixed the standalone toolchain to generate proper binaries when using
+ {@code -lstdc++} (i.e., linking against the GNU {@code libstdc++} C++ runtime). You
+ should use {@code -lgnustl_shared} if you want to link against the shared library
+ version or {@code -lstdc++} for the static version.
+
+ <p>See {@code docs/STANDALONE-TOOLCHAIN.html} for more details about this fix.</p>
+ </li>
+ <li>Fixed {@code gnustl_shared} on Cygwin. The linker complained that it couldn't find
+ {@code libsupc++.a} even though the file was at the right location.</li>
+ <li>Fixed Cygwin C++ link when not using any specific C++ runtime through
+ {@code APP_STL}.</li>
+ </ul>
+ </dd>
+ </dl>
+
+ <dl>
+ <dt>Other changes:</dt>
+
+ <dd>
+ <ul>
+ <li>When your application uses the GNU {@code libstdc++} runtime, the compiler will
+ no longer forcibly enable exceptions and RTTI. This change results in smaller code.
+ <p>If you need these features, you must do one of the following:</p>
+ <ul>
+ <li>Enable exceptions and/or RTTI explicitly in your modules or
+ {@code Application.mk}. (recommended)</li>
+ <li>Define {@code APP_GNUSTL_FORCE_CPP_FEATURES} to {@code 'exceptions'},
+ {@code 'rtti'} or both in your {@code Application.mk}. See
+ {@code docs/APPLICATION-MK.html} for more details.</li>
+ </ul>
+ </li>
+ <li>{@code ndk-gdb} now works properly when your application has private services
+ running in independent processes. It debugs the main application process, instead of the
+ first process listed by {@code ps}, which is usually a service process.</li>
+ <li>Fixed a rare bug where NDK r7 would fail to honor the {@code LOCAL_ARM_MODE} value
+ and always compile certain source files (but not all) to 32-bit instructions.</li>
+ <li>{@code stlport}: Refresh the sources to match the Android platform version. This
+ update fixes a few minor bugs:
+ <ul>
+ <li>Fixed instantiation of an incomplete type</li>
+ <li>Fixed minor "==" versus "=" typo</li>
+ <li>Used {@code memmove} instead of {@code memcpy} in {@code string::assign}</li>
+ <li>Added better handling of {@code IsNANorINF}, {@code IsINF}, {@code IsNegNAN},
+ etc.</li>
+ </ul>
+ <p>For complete details, see the commit log.</p>
+ </li>
+ <li>{@code stlport}: Removed 5 unnecessary static initializers from the library.</li>
+ <li>The GNU libstdc++ libraries for armeabi-v7a were mistakenly compiled for
+ armeabi instead. This change had no impact on correctness, but using the right
+ ABI should provide slightly better performance.</li>
+ <li>The {@code cpu-features} helper library was updated to report three optional
+ x86 CPU features ({@code SSSE3}, {@code MOVBE} and {@code POPCNT}). See
+ {@code docs/CPU-FEATURES.html} for more details.</li>
+ <li>{@code docs/NDK-BUILD.html} was updated to mention {@code NDK_APPLICATION_MK} instead
+ of {@code NDK_APP_APPLICATION_MK} to select a custom {@code Application.mk} file.</li>
+ <li>Cygwin: {@code ndk-build} no longer creates an empty "NUL" file in the current
+ directory when invoked.</li>
+ <li>Cygwin: Added better automatic dependency detection. In the previous version, it
+ didn't work properly in the following cases:
+ <ul>
+ <li>When the Cygwin drive prefix was not {@code /cygdrive}.</li>
+ <li>When using drive-less mounts, for example, when Cygwin would translate
+ {@code /home} to {@code \\server\subdir} instead of {@code C:\Some\Dir}.</li>
+ </ul>
+ </li>
+ <li>Cygwin: {@code ndk-build} does not try to use the native Windows tools under
+ {@code $NDK/prebuilt/windows/bin} with certain versions of Cygwin and/or GNU Make.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+</div>
+
+
+<div class="toggleable closed">
+ <a href="#" onclick="return toggleDiv(this)"><img src=
+ "{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px">
+ Android NDK, Revision 7</a> <em>(November 2011)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK includes new features to support the Android 4.0 platform as well
+ as many other additions and improvements:</p>
+
+ <dl>
+ <dt>New features</dt>
+
+ <dd>
+ <ul>
+ <li>Added official NDK APIs for Android 4.0 (API level 14), which adds the following
+ native features to the platform:
+
+ <ul>
+ <li>Added native multimedia API based on the Khronos Group OpenMAX AL™ 1.0.1
+ standard. The new <code>&lt;OMXAL/OpenMAXAL.h&gt;</code> and
+ <code>&lt;OMXAL/OpenMAXAL_Android.h&gt;</code> headers allow applications targeting
+ API level 14 to perform multimedia output directly from native code by using a new
+ Android-specific buffer queue interface. For more details, see
+ <code>docs/openmaxal/index.html</code> and <a href=
+ "http://www.khronos.org/openmax/">http://www.khronos.org/openmax/</a>.</li>
+
+ <li>Updated the native audio API based on the Khronos Group OpenSL ES 1.0.1™
+ standard. With API Level 14, you can now decode compressed audio (e.g. MP3, AAC,
+ Vorbis) to PCM. For more details, see <code>docs/opensles/index.html</code> and
+ <a href=
+ "http://www.khronos.org/opensles">http://www.khronos.org/opensles/</a>.</li>
+ </ul>
+ </li>
+
+ <li>Added CCache support. To speed up large rebuilds, define the
+ <code>NDK_CCACHE</code> environment variable to <code>ccache</code> (or the path to
+ your <code>ccache</code> binary). When declared, the NDK build system automatically
+ uses CCache when compiling any source file. For example:
+ <pre>
+export NDK_CCACHE=ccache
+</pre>
+ <p class="note"><strong>Note:</strong> CCache is not included in the NDK release
+ so you must have it installed prior to using it. For more information about CCache, see
+ <a href="http://ccache.samba.org">http://ccache.samba.org</a>.</p>
+ </li>
+
+ <li>Added support for setting <code>APP_ABI</code> to <code>all</code> to indicate that
+ you want to build your NDK modules for all the ABIs supported by your given NDK
+ release. This means that either one of the following two lines in your
+ <code>Application.mk</code> are equivalent with this release:
+ <pre>
+APP_ABI := all
+APP_ABI := armeabi armeabi-v7a x86
+</pre>
+
+ <p>This also works if you define <code>APP_ABI</code> when calling
+ <code>ndk-build</code> from the command-line, which is a quick way to check that your
+ project builds for all supported ABIs without changing the project's
+ <code>Application.mk file</code>. For example:</p>
+ <pre>
+ndk-build APP_ABI=all
+</pre>
+ </li>
+
+ <li>Added a <code>LOCAL_CPP_FEATURES</code> variable in <code>Android.mk</code> that
+ allows you to declare which C++ features (RTTI or Exceptions) your module uses. This
+ ensures that the final linking works correctly if you have prebuilt modules that depend
+ on these features. See <code>docs/ANDROID-MK.html</code> and
+ <code>docs/CPLUSPLUS-SUPPORT.html</code> for more details.</li>
+
+ <li>Shortened paths to source and object files that are used in build commands. When
+ invoking <code>$NDK/ndk-build</code> from your project path, the paths to the source,
+ object, and binary files that are passed to the build commands are significantly
+ shorter now, because they are passed relative to the current directory. This is useful
+ when building projects with a lot of source files, to avoid limits on the maximum
+ command line length supported by your host operating system. The behavior is unchanged
+ if you invoke <code>ndk-build</code> from a sub-directory of your project tree, or if
+ you define <code>NDK_PROJECT_PATH</code> to point to a specific directory.</li>
+ </ul>
+ </dd>
+
+ <dt>Experimental features</dt>
+
+ <dd>
+ You can now build your NDK source files on Windows <em>without</em> Cygwin by calling the
+ <code>ndk-build.cmd</code> script from the command line from your project path. The
+ script takes exactly the same arguments as the original <code>ndk-build</code> script.
+ The Windows NDK package comes with its own prebuilt binaries for GNU Make, Awk and other
+ tools required by the build. You should not need to install anything else to get a
+ working build system.
+
+ <p class="caution"><strong>Important:</strong> <code>ndk-gdb</code> does not work on
+ Windows, so you still need Cygwin to debug.</p>
+
+ <p>This feature is still experimental, so feel free to try it and report issues on the
+ <a href="http://b.android.com">public bug database</a> or <a href=
+ "http://groups.google.com/group/android-ndk">public forum</a>. All samples and unit tests
+ shipped with the NDK succesfully compile with this feature.</p>
+ </dd>
+
+ <dt>Important bug fixes</dt>
+
+ <dd>
+ <ul>
+ <li>Imported shared libraries are now installed by default to the target installation
+ location (<code>libs/&lt;abi&gt;</code>) if <code>APP_MODULES</code> is not defined in
+ your <code>Application.mk</code>. For example, if a top-level module <code>foo</code>
+ imports a module <code>bar</code>, then both <code>libfoo.so</code> and
+ <code>libbar.so</code> are copied to the install location. Previously, only
+ <code>libfoo.so</code> was copied, unless you listed <code>bar</code> in your
+ <code>APP_MODULES</code> too. If you define <code>APP_MODULES</code> explicitly, the
+ behavior is unchanged.</li>
+
+ <li><code>ndk-gdb</code> now works correctly for activities with multiple categories in
+ their MAIN intent filters.</li>
+
+ <li>Static library imports are now properly transitive. For example, if a top-level
+ module <code>foo</code> imports static library <code>bar</code> that imports static
+ library <code>zoo</code>, the <code>libfoo.so</code> will now be linked against both
+ <code>libbar.a</code> and <code>libzoo.a</code>.</li>
+ </ul>
+ </dd>
+
+ <dt>Other changes</dt>
+
+ <dd>
+ <ul>
+ <li><code>docs/NATIVE-ACTIVITY.HTML</code>: Fixed typo. The minimum API level should be
+ 9, not 8 for native activities.</li>
+
+ <li><code>docs/STABLE-APIS.html</code>: Added missing documentation listing EGL as a
+ supported stable API, starting from API level 9.</li>
+
+ <li><code>download-toolchain-sources.sh</code>: Updated to download the toolchain
+ sources from <a href="http://android.googlesource.com">android.googlesource.com</a>,
+ which is the new location for the AOSP servers.</li>
+
+ <li>Added a new C++ support runtime named <code>gabi++</code>. More details about it
+ are available in the updated <code>docs/CPLUSPLUS-SUPPORT.html</code>.</li>
+
+ <li>Added a new C++ support runtime named <code>gnustl_shared</code> that corresponds
+ to the shared library version of GNU libstdc++ v3 (GPLv3 license). See more info at
+ <code>docs/CPLUSPLUS-SUPPORT.html</code></li>
+
+ <li>Added support for RTTI in the STLport C++ runtimes (no support for
+ exceptions).</li>
+
+ <li>Added support for multiple file extensions in <code>LOCAL_CPP_EXTENSION</code>. For
+ example, to compile both <code>foo.cpp</code> and <code>bar.cxx</code> as C++ sources,
+ declare the following:
+ <pre>
+LOCAL_CPP_EXTENSION := .cpp .cxx
+</pre>
+ </li>
+
+ <li>Removed many unwanted exported symbols from the link-time shared system libraries
+ provided by the NDK. This ensures that code generated with the standalone toolchain
+ doesn't risk to accidentally depend on a non-stable ABI symbol (e.g. any libgcc.a
+ symbol that changes each time the toolchain used to build the platform is changed)</li>
+
+ <li>Refreshed the EGL and OpenGLES Khronos headers to support more extensions. Note
+ that this does <em>not</em> change the NDK ABIs for the corresponding libraries,
+ because each extension must be probed at runtime by the client application.
+
+ <p>The extensions that are available depend on your actual device and GPU drivers,
+ not the platform version the device runs on. The header changes simply add new
+ constants and types to make it easier to use the extensions when they have been
+ probed with <code>eglGetProcAddress()</code> or <code>glGetProcAddress()</code>. The
+ following list describes the newly supported extensions:</p>
+
+ <dl>
+ <dt>GLES 1.x</dt>
+
+ <dd>
+ <ul>
+ <li><code>GL_OES_vertex_array_object</code></li>
+
+ <li><code>GL_OES_EGL_image_external</code></li>
+
+ <li><code>GL_APPLE_texture_2D_limited_npot</code></li>
+
+ <li><code>GL_EXT_blend_minmax</code></li>
+
+ <li><code>GL_EXT_discard_framebuffer</code></li>
+
+ <li><code>GL_EXT_multi_draw_arrays</code></li>
+
+ <li><code>GL_EXT_read_format_bgra</code></li>
+
+ <li><code>GL_EXT_texture_filter_anisotropic</code></li>
+
+ <li><code>GL_EXT_texture_format_BGRA8888</code></li>
+
+ <li><code>GL_EXT_texture_lod_bias</code></li>
+
+ <li><code>GL_IMG_read_format</code></li>
+
+ <li><code>GL_IMG_texture_compression_pvrtc</code></li>
+
+ <li><code>GL_IMG_texture_env_enhanced_fixed_function</code></li>
+
+ <li><code>GL_IMG_user_clip_plane</code></li>
+
+ <li><code>GL_IMG_multisampled_render_to_texture</code></li>
+
+ <li><code>GL_NV_fence</code></li>
+
+ <li><code>GL_QCOM_driver_control</code></li>
+
+ <li><code>GL_QCOM_extended_get</code></li>
+
+ <li><code>GL_QCOM_extended_get2</code></li>
+
+ <li><code>GL_QCOM_perfmon_global_mode</code></li>
+
+ <li><code>GL_QCOM_writeonly_rendering</code></li>
+
+ <li><code>GL_QCOM_tiled_rendering</code></li>
+ </ul>
+ </dd>
+
+ <dt>GLES 2.0</dt>
+
+ <dd>
+ <ul>
+ <li><code>GL_OES_element_index_uint</code></li>
+
+ <li><code>GL_OES_get_program_binary</code></li>
+
+ <li><code>GL_OES_mapbuffer</code></li>
+
+ <li><code>GL_OES_packed_depth_stencil</code></li>
+
+ <li><code>GL_OES_texture_3D</code></li>
+
+ <li><code>GL_OES_texture_float</code></li>
+
+ <li><code>GL_OES_texture_float_linear</code></li>
+
+ <li><code>GL_OES_texture_half_float_linear</code></li>
+
+ <li><code>GL_OES_texture_npot</code></li>
+
+ <li><code>GL_OES_vertex_array_object</code></li>
+
+ <li><code>GL_OES_EGL_image_external</code></li>
+
+ <li><code>GL_AMD_program_binary_Z400</code></li>
+
+ <li><code>GL_EXT_blend_minmax</code></li>
+
+ <li><code>GL_EXT_discard_framebuffer</code></li>
+
+ <li><code>GL_EXT_multi_draw_arrays</code></li>
+
+ <li><code>GL_EXT_read_format_bgra</code></li>
+
+ <li><code>GL_EXT_texture_format_BGRA8888</code></li>
+
+ <li><code>GL_EXT_texture_compression_dxt1</code></li>
+
+ <li><code>GL_IMG_program_binary</code></li>
+
+ <li><code>GL_IMG_read_format</code></li>
+
+ <li><code>GL_IMG_shader_binary</code></li>
+
+ <li><code>GL_IMG_texture_compression_pvrtc</code></li>
+
+ <li><code>GL_IMG_multisampled_render_to_texture</code></li>
+
+ <li><code>GL_NV_coverage_sample</code></li>
+
+ <li><code>GL_NV_depth_nonlinear</code></li>
+
+ <li><code>GL_QCOM_extended_get</code></li>
+
+ <li><code>GL_QCOM_extended_get2</code></li>
+
+ <li><code>GL_QCOM_writeonly_rendering</code></li>
+
+ <li><code>GL_QCOM_tiled_rendering</code></li>
+ </ul>
+ </dd>
+
+ <dt>EGL</dt>
+
+ <dd>
+ <ul>
+ <li><code>EGL_ANDROID_recordable</code></li>
+
+ <li><code>EGL_NV_system_time</code></li>
+ </ul>
+ </dd>
+ </dl>
+ </li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+</div>
+
+
+
+<div class="toggleable closed">
+ <a href="#" onclick="return toggleDiv(this)"><img src=
+ "{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px">
+ Android NDK, Revision 6b</a> <em>(August 2011)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK does not include any new features compared to r6. The r6b release
+ addresses the following issues in the r6 release:</p>
+ <dl>
+ <dt>Important bug fixes</dt>
+ <dd>
+ <ul>
+ <li>Fixed the build when <code>APP_ABI="armeabi x86"</code> is used for
+ multi-architecture builds.</li>
+ <li>Fixed the location of prebuilt STLport binaries in the NDK release package.
+ A bug in the packaging script placed them in the wrong location.</li>
+ <li>Fixed <code>atexit()</code> usage in shared libraries with the x86standalone
+ toolchain.</li>
+ <li>Fixed <code>make-standalone-toolchain.sh --arch=x86</code>. It used to fail
+ to copy the proper GNU libstdc++ binaries to the right location.</li>
+ <li>Fixed the standalone toolchain linker warnings about missing the definition and
+ size for the <code>__dso_handle</code> symbol (ARM only).</li>
+ <li>Fixed the inclusion order of <code>$(SYSROOT)/usr/include</code> for x86 builds.
+ See the <a href="http://code.google.com/p/android/issues/detail?id=18540">bug</a> for
+ more information.</li>
+ <li>Fixed the definitions of <code>ptrdiff_t</code> and <code>size_t</code> in
+ x86-specific systems when they are used with the x86 standalone toolchain.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+</div>
+
+<div class="toggleable closed">
+ <a href="#" onclick="return toggleDiv(this)"><img src=
+ "{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px">
+ Android NDK, Revision 6</a> <em>(July 2011)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK includes support for the x86 ABI and other minor changes.
+ For detailed information describing the changes in this release, read the
+ <code>CHANGES.HTML</code> document included in the NDK package.
+ </p>
+ <dl>
+ <dt>General notes:</dt>
+ <dd>
+ <ul>
+ <li>Adds support for the x86 ABI, which allows you to generate machine code
+ that runs on compatible x86-based Android devices. Major features for x86
+ include x86-specific toolchains, system headers, libraries and
+ debugging support. For all of the details regarding x86 support,
+ see <code>docs/CPU-X86.html</code> in the NDK package.
+
+ <p>By default, code is generated for ARM-based devices, but you can add x86 to your
+ <code>APP_ABI</code> definition in your <code>Application.mk</code> file to build
+ for x86 platforms. For example, the following line instructs <code>ndk-build</code>
+ to build your code for three distinct ABIs:</p>
+
+ <pre>APP_ABI := armeabi armeabi-v7a x86</pre>
+
+ <p>Unless you rely on ARM-based assembly sources, you shouldn't need to touch
+ your <code>Android.mk</code> files to build x86 machine code.</p>
+
+ </li>
+
+ <li>You can build a standalone x86 toolchain using the <code>--toolchain=x86-4.4.3</code>
+ option when calling <code>make-standalone-toolchain.sh</code>. See
+ <code>docs/STANDALONE-TOOLCHAIN.html</code> for more details.
+ </li>
+ <li>The new <code>ndk-stack</code> tool lets you translate stack traces in
+ <code>logcat</code> that are generated by native code. The tool translates
+ instruction addresses into a readable format that contains things such
+ as the function, source file, and line number corresponding to each stack frame.
+ For more information and a usage example, see <code>docs/NDK-STACK.html</code>.
+ </li>
+ </ul>
+ </dd>
+ <dt>Other changes:</dt>
+ <dd><code>arm-eabi-4.4.0</code>, which had been deprecated since NDK r5, has been
+ removed from the NDK distribution.</dd>
+
+ </dl>
+ </div>
+ </div>
+
+<div class="toggleable closed">
+ <a href="#" onclick="return toggleDiv(this)"><img src=
+ "{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px">
+ Android NDK, Revision 5c</a> <em>(June 2011)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK does not include any new features compared to r5b. The r5c release
+ addresses the following problems in the r5b release:</p>
+ <dl>
+ <dt>Important bug fixes:</dt>
+ <dd>
+ <ul>
+ <li><code>ndk-build</code>: Fixed a rare bug that appeared when trying to perform parallel
+ builds of debuggable projects.</li>
+
+ <li>Fixed a typo that prevented <code>LOCAL_WHOLE_STATIC_LIBRARIES</code> to work
+ correctly with the new toolchain and added documentation for this in
+ <code>docs/ANDROID-MK.html</code>.</li>
+
+ <li>Fixed a bug where code linked against <code>gnustl_static</code> crashed when run on
+ platform releases older than API level 8 (Android 2.2).</li>
+
+ <li><code>ndk-gdb</code>: Fixed a bug that caused a segmentation fault when debugging Android 3.0
+ or newer devices.</li>
+
+ <li><code>&lt;android/input.h&gt;</code>: Two functions that were introduced in API level
+ 9 (Android 2.3) were incorrect and are fixed. While this breaks the source API, the
+ binary interface to the system is unchanged. The incorrect functions were missing a
+ <code>history_index</code> parameter, and the correct definitions are shown below:
+<pre>
+float AMotionEvent_getHistoricalRawX(const AInputEvent* motion_event,
+ size_t pointer_index,
+ size_t history_index);
+
+float AMotionEvent_getHistoricalRawY(const AInputEvent* motion_event,
+ size_t pointer_index,
+ size_t history_index);
+</pre>
+ </li>
+
+ <li>Updated the C library ARM binary for API level 9 (Android 2.3) to correctly expose at
+ link time new functions that were added in that API level (for example,
+ <code>pthread_rwlock_init</code>).</li>
+
+ </ul>
+ </dd>
+
+ <dt>Minor improvements and fixes:</dt>
+ <dd>
+ <ul>
+ <li>Object files are now always linked in the order they appear in
+ <code>LOCAL_SRC_FILES</code>. This was not the case previously because the files were
+ grouped by source extensions instead.</li>
+
+ <li>When <code>import-module</code> fails, it now prints the list of directories that
+ were searched. This is useful to check that the <code>NDK_MODULE_PATH</code> definition
+ used by the build system is correct.</li>
+
+ <li>When <code>import-module</code> succeeds, it now prints the directory where the
+ module was found to the log (visible with <code>NDK_LOG=1</code>).</li>
+
+ <li>Increased the build speed of debuggable applications when there is a very large number
+ of include directories in the project.</li>
+
+ <li><code>ndk-gdb</code>: Better detection of <code>adb shell</code> failures and improved
+ error messages.</li>
+
+ <li><code>&lt;pthread.h&gt;</code>: Fixed the definition of
+ <code>PTHREAD_RWLOCK_INITIALIZER</code> for API level 9 (Android 2.3) and higher.</li>
+
+ <li>Fixed an issue where a module could import itself, resulting in an infinite loop in
+ GNU Make.</li>
+
+ <li>Fixed a bug that caused the build to fail if <code>LOCAL_ARM_NEON</code> was set to
+ true (typo in <code>build/core/build-binary.mk</code>).</li>
+
+ <li>Fixed a bug that prevented the compilation of </code>.s</code> assembly files
+ (<code>.S</code> files were okay).</li>
+ </ul>
+ </dd>
+ </div>
+</div>
+
+<div class="toggleable closed">
+ <a href="#"
+ onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png"
+ class="toggle-img"
+ height="9px"
+ width="9px" /> Android NDK, Revision 5b</a> <em>(January 2011)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK does not include any new features compared to r5. The r5b release addresses the
+ following problems in the r5 release:
+ </p>
+ <ul>
+ <li>The r5 binaries required glibc 2.11, but the r5b binaries are generated with a special
+ toolchain that targets glibc 2.7 or higher instead. The Linux toolchain binaries now run on Ubuntu 8.04 or higher. </li>
+ <li>Fixes a compiler bug in the arm-linux-androideabi-4.4.3 toolchain.
+ The previous binary generated invalid thumb instruction sequences when
+ dealing with signed chars.</li>
+ <li>Adds missing documentation for the
+ "gnustl_static" value for APP_STL, that allows you to link against
+ a static library version of GNU libstdc++. </li>
+ <li>The following <code>ndk-build</code> issues are fixed:
+ <ul>
+ <li>A bug that created inconsistent dependency files when a
+ compilation error occured on Windows. This prevented a proper build after
+ the error was fixed in the source code.</li>
+ <li>A Cygwin-specific bug where using very short paths for
+ the Android NDK installation or the project path led to the
+ generation of invalid dependency files. This made incremental builds
+ impossible.</li>
+ <li>A typo that prevented the cpufeatures library from working correctly
+ with the new NDK toolchain.</li>
+ <li>Builds in Cygwin are faster by avoiding calls to <code>cygpath -m</code>
+ from GNU Make for every source or object file, which caused problems
+ with very large source trees. In case this doesn't work properly, define <code>NDK_USE_CYGPATH=1</code> in your
+ environment to use <code>cygpath -m</code> again.</li>
+ <li>The Cygwin installation now notifies the user of invalid installation paths that contain spaces. Previously, an invalid path
+ would output an error that complained about an incorrect version of GNU Make, even if the right one was installed.
+ </ul>
+ </li>
+ <li>Fixed a typo that prevented the <code>NDK_MODULE_PATH</code> environment variable from working properly when
+ it contained multiple directories separated with a colon. </li>
+ <li>The <code>prebuilt-common.sh</code> script contains fixes to check the compiler for 64-bit
+ generated machine code, instead of relying on the host tag, which
+ allows the 32-bit toolchain to rebuild properly on Snow Leopard. The toolchain rebuild scripts now also support
+ using a 32-bit host toolchain.</li>
+ <li>A missing declaration for <code>INET_ADDRSTRLEN</code> was added to <code>&lt;netinet/in.h&gt;</code>.</li>
+ <li>Missing declarations for <code>IN6_IS_ADDR_MC_NODELOCAL</code> and <code>IN6_IS_ADDR_MC_GLOBAL</code> were added to <code>&lt;netinet/in6.h&gt;</code>.</li>
+ <li>'asm' was replaced with '__asm__' in <code>&lt;asm/byteorder.h&gt;</code> to allow compilation with <code>-std=c99</code>.</li>
+ </ul>
+ </div>
+ </div>
+
+<div class="toggleable closed">
+ <a href="#"
+ onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png"
+ class="toggle-img"
+ height="9px"
+ width="9px" /> Android NDK, Revision 5</a> <em>(December 2010)</em>
+
+ <div class="toggleme">
+ <p>This release of the NDK includes many new APIs, most of which are introduced to
+ support the development of games and similar applications that make extensive use
+ of native code. Using the APIs, developers have direct native access to events, audio,
+ graphics and window management, assets, and storage. Developers can also implement the
+ Android application lifecycle in native code with help from the new
+ {@link android.app.NativeActivity} class. For detailed information describing the changes in this
+ release, read the <code>CHANGES.HTML</code> document included in the downloaded NDK package.
+ </p>
+ <dl>
+ <dt>General notes:</dt>
+ <dd>
+ <ul>
+ <li>Adds support for native activities, which allows you to implement the
+ Android application lifecycle in native code.</li>
+
+ <li>Adds native support for the following:
+
+ <ul>
+
+ <li>Input subsystem (such as the keyboard and touch screen)</li>
+
+ <li>Access to sensor data (accelerometer, compass, gyroscope, etc).</li>
+
+ <li>Event loop APIs to wait for things such as input and sensor events.</li>
+
+ <li>Window and surface subsystem</li>
+
+ <li>Audio APIs based on the OpenSL ES standard that support playback and recording
+ as well as control over platform audio effects</li>
+
+ <li>Access to assets packaged in an <code>.apk</code> file.</li>
+
+ </ul>
+ </li>
+
+ <li>Includes a new toolchain (based on GCC 4.4.3), which generates better code, and can also now
+ be used as a standalone cross-compiler, for people who want to build their stuff with
+ <code>./configure &amp;&amp; make</code>. See
+ docs/STANDALONE-TOOLCHAIN.html for the details. The binaries for GCC 4.4.0 are still provided,
+ but the 4.2.1 binaries were removed.</li>
+
+ <li>Adds support for prebuilt static and shared libraries (docs/PREBUILTS.html) and module
+ exports and imports to make sharing and reuse of third-party modules much easier
+ (docs/IMPORT-MODULE.html explains why).</li>
+
+ <li>Provides a default C++ STL implementation (based on STLport) as a helper module. It can be used either
+ as a static or shared library (details and usage examples are in sources/android/stlport/README). Prebuilt
+ binaries for STLport (static or shared) and GNU libstdc++ (static only) are also provided if you choose to
+ compile against those libraries instead of the default C++ STL implementation.
+ C++ Exceptions and RTTI are not supported in the default STL implementation. For more information, see
+ docs/CPLUSPLUS-SUPPORT.HTML.</li>
+
+ <li>Includes improvements to the <code>cpufeatures</code> helper library that improves reporting
+ of the CPU type (some devices previously reported ARMv7 CPU when the device really was an ARMv6). We
+ recommend developers that use this library to rebuild their applications then
+ upload to Google Play to benefit from the improvements.</li>
+
+ <li>Adds an EGL library that lets you create and manage OpenGL ES textures and
+ services.</li>
+
+ <li>Adds new sample applications, <code>native-plasma</code> and <code>native-activity</code>,
+ to demonstrate how to write a native activity.</li>
+
+ <li>Includes many bugfixes and other small improvements; see docs/CHANGES.html for a more
+ detailed list of changes.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+ </div>
+
+ <div class="toggleable closed">
+ <a href="#"
+ onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png"
+ class="toggle-img"
+ height="9px"
+ width="9px" /> Android NDK, Revision 4b</a> <em>(June 2010)</em>
+
+ <div class="toggleme">
+ <dl>
+ <dt>NDK r4b notes:</dt>
+
+ <dd>
+ <p>Includes fixes for several issues in the NDK build and debugging scripts &mdash; if
+ you are using NDK r4, we recommend downloading the NDK r4b build. For detailed
+ information describing the changes in this release, read the CHANGES.TXT document
+ included in the downloaded NDK package.</p>
+ </dd>
+ </dl>
+
+ <dl>
+ <dt>General notes:</dt>
+
+ <dd>
+ <ul>
+ <li>Provides a simplified build system through the new <code>ndk-build</code> build
+ command.</li>
+
+ <li>Adds support for easy native debugging of generated machine code on production
+ devices through the new <code>ndk-gdb</code> command.</li>
+
+ <li>Adds a new Android-specific ABI for ARM-based CPU architectures,
+ <code>armeabi-v7a</code>. The new ABI extends the existing <code>armeabi</code> ABI to
+ include these CPU instruction set extensions:
+
+ <ul>
+ <li>Thumb-2 instructions</li>
+
+ <li>VFP hardware FPU instructions (VFPv3-D16)</li>
+
+ <li>Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32.
+ Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and
+ others.</li>
+ </ul>
+ </li>
+
+ <li>Adds a new <code>cpufeatures</code> static library (with sources) that lets your
+ app detect the host device's CPU features at runtime. Specifically, applications can
+ check for ARMv7-A support, as well as VFPv3-D32 and NEON support, then provide separate
+ code paths as needed.</li>
+
+ <li>Adds a sample application, <code>hello-neon</code>, that illustrates how to use the
+ <code>cpufeatures</code> library to check CPU features and then provide an optimized
+ code path using NEON instrinsics, if supported by the CPU.</li>
+
+ <li>Lets you generate machine code for either or both of the instruction sets supported
+ by the NDK. For example, you can build for both ARMv5 and ARMv7-A architectures at the
+ same time and have everything stored to your application's final
+ <code>.apk</code>.</li>
+
+ <li>To ensure that your applications are available to users only if their devices are
+ capable of running them, Google Play now filters applications based on the
+ instruction set information included in your application &mdash; no action is needed on
+ your part to enable the filtering. Additionally, the Android system itself also checks
+ your application at install time and allows the installation to continue only if the
+ application provides a library that is compiled for the device's CPU architecture.</li>
+
+ <li>Adds support for Android 2.2, including a new stable API for accessing the pixel
+ buffers of {@link android.graphics.Bitmap} objects from native code.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+ </div>
+
+ <div class="toggleable closed">
+ <a href="#"
+ onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png"
+ class="toggle-img"
+ height="9px"
+ width="9px" /> Android NDK, Revision 3</a> <em>(March 2010)</em>
+
+ <div class="toggleme">
+ <dl>
+ <dt>General notes:</dt>
+
+ <dd>
+ <ul>
+ <li>Adds OpenGL ES 2.0 native library support.</li>
+
+ <li>Adds a sample application,<code>hello-gl2</code>, that illustrates the use of
+ OpenGL ES 2.0 vertex and fragment shaders.</li>
+
+ <li>The toolchain binaries have been refreshed for this release with GCC 4.4.0, which
+ should generate slightly more compact and efficient machine code than the previous one
+ (4.2.1). The NDK also still provides the 4.2.1 binaries, which you can optionally use
+ to build your machine code.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+ </div>
+
+ <div class="toggleable closed">
+ <a href="#"
+ onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png"
+ class="toggle-img"
+ height="9px"
+ width="9px" /> Android NDK, Revision 2</a> <em>(September 2009)</em>
+
+ <div class="toggleme">
+ <p>Originally released as "Android 1.6 NDK, Release 1".</p>
+
+ <dl>
+ <dt>General notes:</dt>
+
+ <dd>
+ <ul>
+ <li>Adds OpenGL ES 1.1 native library support.</li>
+
+ <li>Adds a sample application, <code>san-angeles</code>, that renders 3D graphics
+ through the native OpenGL ES APIs, while managing activity lifecycle with a {@link
+ android.opengl.GLSurfaceView} object.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+ </div>
+
+ <div class="toggleable closed">
+ <a href="#"
+ onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png"
+ class="toggle-img"
+ height="9px"
+ width="9px" /> Android NDK, Revision 1</a> <em>(June 2009)</em>
+
+ <div class="toggleme">
+ <p>Originally released as "Android 1.5 NDK, Release 1".</p>
+
+ <dl>
+ <dt>General notes:</dt>
+
+ <dd>
+ <ul>
+ <li>Includes compiler support (GCC) for ARMv5TE instructions, including Thumb-1
+ instructions.</li>
+
+ <li>Includes system headers for stable native APIs, documentation, and sample
+ applications.</li>
+ </ul>
+ </dd>
+ </dl>
+ </div>
+ </div>
+
+ <h2 id="installing">Installing the NDK</h2>
+ <p>Installing the NDK on your development computer is straightforward and involves extracting the
+ NDK from its download package.</p>
+
+ <p>Before you get started make sure that you have downloaded the latest <a href=
+ "{@docRoot}sdk/index.html">Android SDK</a> and upgraded your applications and environment as
+ needed. The NDK is compatible with older platform versions but not older versions of the SDK tools.
+ Also, take a moment to review the <a href="{@docRoot}tools/sdk/ndk/overview.html#reqs">System and
+Software Requirements</a>
+ for the NDK, if you haven't already.</p>
+
+ <p>To install the NDK, follow these steps:</p>
+
+ <ol>
+ <li>From the table at the top of this page, select the NDK package that is appropriate for your
+ development computer and download the package.</li>
+
+ <li>Uncompress the NDK download package using tools available on your computer. When
+ uncompressed, the NDK files are contained in a directory called
+ <code>android-ndk-&lt;version&gt;</code>. You can rename the NDK directory if necessary and you
+ can move it to any location on your computer. This documentation refers to the NDK directory as
+ <code>&lt;ndk&gt;</code>.</li>
+ </ol>
+
+ <p>You are now ready to start working with the NDK.</p>
+
+ <h2 id="gettingstarted">Getting Started with the NDK</h2>
+
+ <p>Once you've installed the NDK successfully, take a few minutes to read the documentation
+ included in the NDK. You can find the documentation in the <code>&lt;ndk&gt;/docs/</code>
+ directory. In particular, please read the OVERVIEW.HTML document completely, so that you
+ understand the intent of the NDK and how to use it.</p>
+
+ <p>If you used a previous version of the NDK, take a moment to review the list of NDK changes in
+ the CHANGES.HTML document.</p>
+
+ <p>Here's the general outline of how you work with the NDK tools:</p>
+
+ <ol>
+ <li>Place your native sources under <code>&lt;project&gt;/jni/...</code></li>
+
+ <li>Create <code>&lt;project&gt;/jni/Android.mk</code> to describe your native sources to the
+ NDK build system</li>
+
+ <li>Optional: Create <code>&lt;project&gt;/jni/Application.mk</code>.</li>
+
+ <li>Build your native code by running the 'ndk-build' script from your project's directory. It
+ is located in the top-level NDK directory:
+ <pre class="no-pretty-print">cd &lt;project&gt;
+&lt;ndk&gt;/ndk-build
+</pre>
+
+ <p>The build tools copy the stripped, shared libraries needed by your application to the
+ proper location in the application's project directory.</p>
+ </li>
+
+ <li>Finally, compile your application using the SDK tools in the usual way. The SDK build tools
+ will package the shared libraries in the application's deployable <code>.apk</code> file.</li>
+ </ol>
+
+ <p>For complete information on all of the steps listed above, please see the documentation
+ included with the NDK package.</p>
+
+ <h2 id="samples">Sample Applications</h2>
+
+ <p>The NDK includes sample Android applications that illustrate how to use native code in your
+ Android applications. For more information, see <a href=
+ "{@docRoot}tools/sdk/ndk/overview.html#samples">Sample Applications</a>.</p>
+
+ <h2 id="forum">Discussion Forum and Mailing List</h2>
+
+ <p>If you have questions about the NDK or would like to read or contribute to discussions about
+ it, please visit the <a href="http://groups.google.com/group/android-ndk">android-ndk</a> group
+ and mailing list.</p>
diff --git a/docs/html/tools/sdk/ndk/overview.jd b/docs/html/tools/sdk/ndk/overview.jd
new file mode 100644
index 0000000..98ef1fc
--- /dev/null
+++ b/docs/html/tools/sdk/ndk/overview.jd
@@ -0,0 +1,588 @@
+page.title=What is the NDK?
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+
+ <ol>
+ <li><a href="#choosing">When to Develop in Native Code</a></li>
+ <li>
+ <a href="#contents">Contents of the NDK</a>
+ <ol>
+ <li><a href="#tools">Development tools</a></li>
+
+ <li><a href="#docs">Documentation</a></li>
+
+ <li><a href="#samples">Sample applications</a></li>
+ </ol>
+ </li>
+ <li><a href="#reqs">System and Software Requirements</a></li>
+ </ol>
+ </div>
+ </div>
+
+ <p>The Android NDK is a toolset that lets you embed components that make use of native code in
+ your Android applications.</p>
+
+ <p>Android applications run in the Dalvik virtual machine. The NDK allows you to implement parts
+ of your applications using native-code languages such as C and C++. This can provide benefits to
+ certain classes of applications, in the form of reuse of existing code and in some cases
+ increased speed.</p>
+
+ <p>The NDK provides:</p>
+
+ <ul>
+ <li>A set of tools and build files used to generate native code libraries from C and C++
+ sources</li>
+
+ <li>A way to embed the corresponding native libraries into an application package file
+ (<code>.apk</code>) that can be deployed on Android devices</li>
+
+ <li>A set of native system headers and libraries that will be supported in all future versions
+ of the Android platform, starting from Android 1.5. Applications that use native activities
+ must be run on Android 2.3 or later.</li>
+
+ <li>Documentation, samples, and tutorials</li>
+ </ul>
+
+ <p>The latest release of the NDK supports the following instruction sets:</p>
+
+ <ul>
+ <li>ARMv5TE, including Thumb-1 instructions (see {@code docs/CPU-ARCH-ABIS.html} for more
+information)</li>
+
+ <li>ARMv7-A, including Thumb-2 and VFPv3-D16 instructions, with optional support for
+ NEON/VFPv3-D32 instructions (see {@code docs/CPU-ARM-NEON.html} for more information)</li>
+
+ <li>x86 instructions (see {@code docs/CPU-X86.html} for more information)</li>
+
+ <li>MIPS instructions (see {@code docs/CPU-MIPS.html} for more information)</li>
+ </ul>
+
+ <p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will run only on
+ devices such as the Verizon Droid or Google Nexus One that have a compatible CPU. The main
+ difference between the two instruction sets is that ARMv7-A supports hardware FPU, Thumb-2, and
+ NEON instructions. You can target either or both of the instruction sets &mdash; ARMv5TE is the
+ default, but switching to ARMv7-A is as easy as adding a single line to the application's
+ <code>Application.mk</code> file, without needing to change anything else in the file. You can also build for
+ both architectures at the same time and have everything stored in the final <code>.apk</code>.
+ Complete information is provided in the CPU-ARCH-ABIS.HTML in the NDK package.</p>
+
+ <p>The NDK provides stable headers for libc (the C library), libm (the Math library), OpenGL ES
+ (3D graphics library), the JNI interface, and other libraries, as listed in the <a href=
+ "#tools">Development Tools</a> section.</p>
+
+ <h2 id="choosing">When to Develop in Native Code</h2>
+
+ <p>The NDK will not benefit most applications. As a developer, you need to balance its benefits
+ against its drawbacks; notably, using native code does not result in an automatic performance
+ increase, but always increases application complexity. In general, you should only use native
+ code if it is essential to your application, not just because you prefer to program in C/C++.</p>
+
+ <p>Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't
+ allocate much memory, such as signal processing, physics simulation, and so on. Simply re-coding
+ a method to run in C usually does not result in a large performance increase. When examining
+ whether or not you should develop in native code, think about your requirements and see if the
+ Android framework APIs provide the functionality that you need. The NDK can, however, can be an
+ effective way to reuse a large corpus of existing C/C++ code.</p>
+
+ <p>The Android framework provides two ways to use native code:</p>
+
+ <ul>
+ <li>Write your application using the Android framework and use JNI to access the APIs provided
+ by the Android NDK. This technique allows you to take advantage of the convenience of the
+ Android framework, but still allows you to write native code when necessary. If you use this
+ approach, your application must target specific, minimum Android platform levels, see <a
+ href="#platform-compat">Android platform compatibility</a> for more information.</li>
+
+ <li>
+ <p>Write a native activity, which allows you to implement the lifecycle callbacks in native
+ code. The Android SDK provides the {@link android.app.NativeActivity} class, which is a
+ convenience class that notifies your
+ native code of any activity lifecycle callbacks (<code>onCreate()</code>, <code>onPause()</code>,
+ <code>onResume()</code>, etc). You can implement the callbacks in your native code to handle
+ these events when they occur. Applications that use native activities must be run on Android
+ 2.3 (API Level 9) or later.</p>
+
+ <p>You cannot access features such as Services and Content Providers natively, so if you want
+ to use them or any other framework API, you can still write JNI code to do so.</p>
+ </li>
+ </ul>
+
+ <h2 id="contents">Contents of the NDK</h2>The NDK contains the APIs, documentation, and sample
+ applications that help you write your native code.
+
+ <h3 id="tools">Development tools</h3>
+
+ <p>The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that can generate
+ native ARM binaries on Linux, OS X, and Windows (with Cygwin) platforms.</p>
+
+ <p>It provides a set of system headers for stable native APIs that are guaranteed to be supported
+ in all later releases of the platform:</p>
+
+ <ul>
+ <li>libc (C library) headers</li>
+
+ <li>libm (math library) headers</li>
+
+ <li>JNI interface headers</li>
+
+ <li>libz (Zlib compression) headers</li>
+
+ <li>liblog (Android logging) header</li>
+
+ <li>OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers</li>
+
+ <li>libjnigraphics (Pixel buffer access) header (for Android 2.2 and above).</li>
+
+ <li>A Minimal set of headers for C++ support</li>
+
+ <li>OpenSL ES native audio libraries</li>
+
+ <li>Android native application APIS</li>
+ </ul>
+
+ <p>The NDK also provides a build system that lets you work efficiently with your sources, without
+ having to handle the toolchain/platform/CPU/ABI details. You create very short build files to
+ describe which sources to compile and which Android application will use them &mdash; the build
+ system compiles the sources and places the shared libraries directly in your application
+ project.</p>
+
+ <p class="caution"><strong>Important:</strong> With the exception of the libraries listed above,
+ native system libraries in the Android platform are <em>not</em> stable and may change in future
+ platform versions. Your applications should <em>only</em> make use of the stable native system
+ libraries provided in this NDK.</p>
+
+ <h3 id="docs">Documentation</h3>
+
+ <p>The NDK package includes a set of documentation that describes the capabilities of the NDK and
+ how to use it to create shared libraries for your Android applications. In this release, the
+ documentation is provided only in the downloadable NDK package. You can find the documentation in
+ the <code>&lt;ndk&gt;/docs/</code> directory. Included are these files (partial listing):</p>
+
+ <ul>
+ <li>
+ INSTALL.HTML &mdash; describes how to install the NDK and configure it for your host
+ system</li>
+
+ <li>OVERVIEW.HTML &mdash; provides an overview of the NDK capabilities and usage</li>
+
+ <li>ANDROID-MK.HTML &mdash; describes the use of the Android.mk file, which defines the native
+ sources you want to compile</li>
+
+ <li>APPLICATION-MK.HTML &mdash; describes the use of the Application.mk file, which describes
+ the native sources required by your Android application</li>
+ <li>CPLUSPLUS-SUPPORT.HTML &mdash; describes the C++ support provided in the Android NDK</li>
+ <li>CPU-ARCH-ABIS.HTML &mdash; a description of supported CPU architectures and how to target
+ them.</li>
+
+ <li>CPU-FEATURES.HTML &mdash; a description of the <code>cpufeatures</code> static library that
+ lets your application code detect the target device's CPU family and the optional features at
+ runtime.</li>
+
+ <li>CHANGES.HTML &mdash; a complete list of changes to the NDK across all releases.</li>
+
+ <li>DEVELOPMENT.HTML &mdash; describes how to modify the NDK and generate release packages for it</li>
+
+ <li>HOWTO.HTML &mdash; information about common tasks associated with NDK development</li>
+
+ <li>IMPORT-MODULE.HTML &mdash; describes how to share and reuse modules</li>
+
+ <li>LICENSES.HTML &mdash; information about the various open source licenses that govern the Android NDK</li>
+
+ <li>NATIVE-ACTIVITY.HTML &mdash; describes how to implement native activities</li>
+
+ <li>NDK-BUILD.HTML &mdash; describes the usage of the ndk-build script</li>
+
+ <li>NDK-GDB.HTML &mdash; describes how to use the native code debugger</li>
+
+ <li>PREBUILTS.HTML &mdash; information about how shared and static prebuilt libraries work </li>
+
+ <li>STANDALONE-TOOLCHAIN.HTML &mdash; describes how to use Android NDK toolchain as a standalone
+ compiler (still in beta).</li>
+
+ <li>SYSTEM-ISSUES.HTML &mdash; known issues in the Android system images that you should be
+ aware of, if you are developing using the NDK.</li>
+
+ <li>STABLE-APIS.HTML &mdash; a complete list of the stable APIs exposed by headers in the
+ NDK.</li>
+
+ </ul>
+
+ <p>Additionally, the package includes detailed information about the "bionic" C library provided
+ with the Android platform that you should be aware of, if you are developing using the NDK. You
+ can find the documentation in the <code>&lt;ndk&gt;/docs/system/libc/</code> directory:</p>
+
+ <ul>
+ <li>OVERVIEW.HTML &mdash; provides an overview of the "bionic" C library and the features it
+ offers.</li>
+ </ul>
+
+ <h3 id="samples">Sample applications</h3>
+
+<p>The NDK includes sample applications that illustrate how to use native code in your Android
+ applications:</p>
+
+ <ul>
+ <li><code>hello-jni</code> &mdash; a simple application that loads a string from a native
+ method implemented in a shared library and then displays it in the application UI.</li>
+
+ <li><code>two-libs</code> &mdash; a simple application that loads a shared library dynamically
+ and calls a native method provided by the library. In this case, the method is implemented in a
+ static library imported by the shared library.</li>
+
+ <li><code>san-angeles</code> &mdash; a simple application that renders 3D graphics through the
+ native OpenGL ES APIs, while managing activity lifecycle with a {@link
+ android.opengl.GLSurfaceView} object.</li>
+
+ <li><code>hello-gl2</code> &mdash; a simple application that renders a triangle using OpenGL ES
+ 2.0 vertex and fragment shaders.</li>
+
+ <li><code>hello-neon</code> &mdash; a simple application that shows how to use the
+ <code>cpufeatures</code> library to check CPU capabilities at runtime, then use NEON intrinsics
+ if supported by the CPU. Specifically, the application implements two versions of a tiny
+ benchmark for a FIR filter loop, a C version and a NEON-optimized version for devices that
+ support it.</li>
+
+ <li><code>bitmap-plasma</code> &mdash; a simple application that demonstrates how to access the
+ pixel buffers of Android {@link android.graphics.Bitmap} objects from native code, and uses
+ this to generate an old-school "plasma" effect.</li>
+
+ <li><code>native-activity</code> &mdash; a simple application that demonstrates how to use the
+ native-app-glue static library to create a native activity</li>
+
+ <li><code>native-plasma</code> &mdash; a version of bitmap-plasma implemented with a native
+ activity.</li>
+ </ul>
+
+ <p>For each sample, the NDK includes the corresponding C source code and the necessary Android.mk
+ and Application.mk files. There are located under <code>&lt;ndk&gt;/samples/&lt;name&gt;/</code>
+ and their source code can be found under <code>&lt;ndk&gt;/samples/&lt;name&gt;/jni/</code>.</p>
+
+ <p>You can build the shared libraries for the sample apps by going into
+ <code>&lt;ndk&gt;/samples/&lt;name&gt;/</code> then calling the <code>ndk-build</code> command.
+ The generated shared libraries will be located under
+ <code>&lt;ndk&gt;/samples/&lt;name&gt;/libs/armeabi/</code> for (ARMv5TE machine code) and/or
+ <code>&lt;ndk&gt;/samples/&lt;name&gt;/libs/armeabi-v7a/</code> for (ARMv7 machine code).</p>
+
+ <p>Next, build the sample Android applications that use the shared libraries:</p>
+
+ <ul>
+ <li>If you are developing in Eclipse with ADT, use the New Project Wizard to create a new
+ Android project for each sample, using the "Import from Existing Source" option and importing
+ the source from <code>&lt;ndk&gt;/samples/&lt;name&gt;/</code>. Then, set up an AVD,
+ if necessary, and build/run the application in the emulator.</li>
+
+ <li>If you are developing with Ant, use the <code>android</code> tool to create the build file
+ for each of the sample projects at <code>&lt;ndk&gt;/samples/&lt;name&gt;/</code>.
+ Then set up an AVD, if necessary, build your project in the usual way, and run it in the
+ emulator.</li>
+
+ </ul>
+
+ <p>For more information about developing with the Android SDK tools and what
+ you need to do to create, build, and run your applications, see
+ the <a href="{@docRoot}tools/workflow/index.html">Overview</a>
+ section for developing on Android.</p>
+
+ <h4 id="hello-jni">Exploring the hello-jni Sample</h4>
+
+ <p>The hello-jni sample is a simple demonstration on how to use JNI from an Android application.
+ The HelloJni activity receives a string from a simple C function and displays it in a
+ TextView.</p>
+
+ <p>The main components of the sample include:</p>
+
+ <ul>
+ <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code>
+ file, a <code>src/</code> and <code>res</code> directories, and a main activity)</li>
+
+ <li>A <code>jni/</code> directory that includes the implemented source file for the native code
+ as well as the Android.mk file</li>
+
+ <li>A <code>tests/</code> directory that contains unit test code.</li>
+ </ul>
+
+ <ol>
+ <li>Create a new project in Eclipse from the existing sample source or use the
+ <code>android</code> tool to update the project so it generates a build.xml file that you can
+ use to build the sample.
+
+ <ul>
+ <li>In Eclipse:
+
+ <ol type="a">
+ <li>Click <strong>File &gt; New Android Project...</strong></li>
+
+ <li>Select the <strong>Create project from existing source</strong> radio button.</li>
+
+ <li>Select any API level above Android 1.5.</li>
+
+ <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select
+ the <code>&lt;ndk-root&gt;/samples/hello-jni</code> directory.</li>
+
+ <li>Click <strong>Finish</strong>.</li>
+ </ol>
+ </li>
+
+ <li>On the command line:
+
+ <ol type="a">
+ <li>Change to the <code>&lt;ndk-root&gt;/samples/hello-jni</code> directory.</li>
+
+ <li>Run the following command to generate a build.xml file:
+ <pre class="no-pretty-print">android update project -p . -s</pre>
+ </li>
+ </ol>
+ </li>
+ </ul>
+ </li>
+
+ <li>Compile the native code using the <code>ndk-build</code> command.
+ <pre class="no-pretty-print">
+cd &lt;ndk-root&gt;/samples/hello-jni
+&lt;ndk_root&gt;/ndk-build
+</pre>
+ </li>
+
+ <li>Build and install the application as you would a normal Android application. If you are
+ using Eclipse, run the application to build and install it on a device. If you are using Ant,
+ run the following commands from the project directory:
+ <pre class="no-pretty-print">
+ant debug
+adb install bin/HelloJni-debug.apk
+</pre>
+ </li>
+ </ol>
+
+ <p>When you run the application on the device, the string <code>Hello JNI</code> should appear on
+ your device. You can explore the rest of the samples that are located in the
+ <code>&lt;ndk-root&gt;/samples</code> directory for more examples on how to use the JNI.</p>
+
+ <h4 id="native-activity">Exploring the native-activity Sample Application</h4>
+
+ <p>The native-activity sample provided with the Android NDK demonstrates how to use the
+ android_native_app_glue static library. This static library makes creating a native activity
+ easier by providing you with an implementation that handles your callbacks in another thread, so
+ you do not have to worry about them blocking your main UI thread. The main parts of the sample
+ are described below:</p>
+
+ <ul>
+ <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code>
+ file, a <code>src/</code> and <code>res</code> directories). The AndroidManifest.xml declares
+ that the application is native and specifies the .so file of the native activity. See {@link
+ android.app.NativeActivity} for the source or see the
+ <code>&lt;ndk_root&gt;/platforms/samples/native-activity/AndroidManifest.xml</code> file.</li>
+
+ <li>A <code>jni/</code> directory contains the native activity, main.c, which uses the
+ <code>android_native_app_glue.h</code> interface to implement the activity. The Android.mk that
+ describes the native module to the build system also exists here.</li>
+ </ul>
+
+ <p>To build this sample application:</p>
+
+ <ol>
+ <li>Create a new project in Eclipse from the existing sample source or use the
+ <code>android</code> tool to update the project so it generates a build.xml file that you can
+ use to build the sample.
+
+ <ul>
+ <li>In Eclipse:
+
+ <ol type="a">
+ <li>Click <strong>File &gt; New Android Project...</strong></li>
+
+ <li>Select the <strong>Create project from existing source</strong> radio button.</li>
+
+ <li>Select any API level above Android 2.3.</li>
+
+ <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select
+ the <code>&lt;ndk-root&gt;/samples/native-activity</code> directory.</li>
+
+ <li>Click <strong>Finish</strong>.</li>
+ </ol>
+ </li>
+
+ <li>On the command line:
+
+ <ol type="a">
+ <li>Change to the <code>&lt;ndk-root&gt;/samples/native-activity</code> directory.</li>
+
+ <li>Run the following command to generate a build.xml file:
+ <pre class="no-pretty-print">
+android update project -p . -s
+</pre>
+ </li>
+ </ol>
+ </li>
+ </ul>
+ </li>
+
+ <li>Compile the native code using the <code>ndk-build</code> command.
+ <pre class="no-pretty-print">
+cd &lt;ndk-root&gt;/platforms/samples/android-9/samples/native-activity
+&lt;ndk_root&gt;/ndk-build
+</pre>
+ </li>
+
+ <li>Build and install the application as you would a normal Android application. If you are
+ using Eclipse, run the application to build and install it on a device. If you are using Ant,
+ run the following commands in the project directory, then run the application on the device:
+ <pre class="no-pretty-print">
+ant debug
+adb install bin/NativeActivity-debug.apk
+</pre>
+ </li>
+ </ol>
+
+
+ <h2 id="reqs">System and Software Requirements</h2>
+
+ <p>The sections below describe the system and software requirements for using the Android NDK, as
+ well as platform compatibility considerations that affect appplications using libraries produced
+ with the NDK.</p>
+
+ <h4>The Android SDK</h4>
+
+ <ul>
+ <li>A complete Android SDK installation (including all dependencies) is required.</li>
+
+ <li>Android 1.5 SDK or later version is required.</li>
+ </ul>
+
+ <h4>Supported operating systems</h4>
+
+ <ul>
+ <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li>
+
+ <li>Mac OS X 10.4.8 or later (x86 only)</li>
+
+ <li>Linux (32 or 64-bit; Ubuntu 8.04, or other Linux distributions using GLibc 2.7 or
+later)</li>
+ </ul>
+
+ <h4>Required development tools</h4>
+
+ <ul>
+ <li>For all development platforms, GNU Make 3.81 or later is required. Earlier versions of GNU
+ Make might work but have not been tested.</li>
+
+ <li>A recent version of awk (either GNU Awk or Nawk) is also required.</li>
+
+ <li>For Windows, <a href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK
+ will <em>not</em> work with Cygwin 1.5 installations.</li>
+ </ul>
+
+ <h4 id="platform-compat">Android platform compatibility</h4>
+
+ <ul>
+ <li>The native libraries created by the Android NDK can only be used on devices running
+ specific minimum Android platform versions. The minimum required platform version depends on
+ the CPU architecture of the devices you are targeting. The following table details which
+ Android platform versions are compatible with native code developed for specific CPU
+ architectures.
+
+ <table style="margin:1em;">
+ <tr>
+ <th>Native Code CPU Architecture Used</th>
+ <th>Compatible Android Platform(s)</th>
+ </tr>
+
+ <tr>
+ <td>ARM, ARM-NEON</td>
+ <td>Android 1.5 (API Level 3) and higher</td>
+ </tr>
+
+ <tr>
+ <td>x86</td>
+ <td>Android 2.3 (API Level 9) and higher</td>
+ </tr>
+
+ <tr>
+ <td>MIPS</td>
+ <td>Android 2.3 (API Level 9) and higher</td>
+ </tr>
+ </table>
+
+ <p>These requirements mean you can use native libraries produced with the NDK in
+ applications that are deployable to ARM-based devices running Android 1.5 or later. If you are
+ deploying native libraries to x86 and MIPS-based devices, your application must target Android
+ 2.3 or later.</p>
+ </li>
+
+ <li>To ensure compatibility, an application using a native library produced with the NDK
+ <em>must</em> declare a <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code>
+ &lt;uses-sdk&gt;</code></a> element in its manifest file, with an
+ <code>android:minSdkVersion</code> attribute value of "3" or higher. For example:
+
+<pre style="margin:1em;">
+&lt;manifest&gt;
+ &lt;uses-sdk android:minSdkVersion="3" /&gt;
+ ...
+&lt;/manifest&gt;
+</pre>
+ </li>
+
+ <li>If you use this NDK to create a native library that uses the OpenGL ES APIs, the
+ application containing the library can be deployed only to devices running the minimum platform
+ versions described in the table below. To ensure compatibility, make sure that your application
+ declares the proper <code>android:minSdkVersion</code> attribute value, as shown in the
+ following table.</li>
+
+ <li style="list-style: none; display: inline">
+ <table style="margin:1em;">
+ <tr>
+ <th>OpenGL ES Version Used</th>
+
+ <th>Compatible Android Platform(s)</th>
+
+ <th>Required uses-sdk Attribute</th>
+ </tr>
+
+ <tr>
+ <td>OpenGL ES 1.1</td>
+
+ <td>Android 1.6 (API Level 4) and higher</td>
+
+ <td><code>android:minSdkVersion="4"</code></td>
+ </tr>
+
+ <tr>
+ <td>OpenGL ES 2.0</td>
+
+ <td>Android 2.0 (API Level 5) and higher</td>
+
+ <td><code>android:minSdkVersion="5"</code></td>
+ </tr>
+ </table>
+
+ <p>For more information about API Level and its relationship to Android platform versions,
+ see <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#ApiLevels">Android API Levels</a>.</p>
+ </li>
+
+ <li>Additionally, an application using the OpenGL ES APIs should declare a
+ <code>&lt;uses-feature&gt;</code> element in its manifest, with an
+ <code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES version
+ required by the application. This ensures that Google Play will show your application only
+ to users whose devices are capable of supporting your application. For example:
+ <pre style="margin:1em;">
+&lt;manifest&gt;
+<!-- Declare that the application uses the OpenGL ES 2.0 API and is designed
+ to run only on devices that support OpenGL ES 2.0 or higher. -->
+ &lt;uses-feature android:glEsVersion="0x00020000" /&gt;
+ ...
+&lt;/manifest&gt;
+</pre>
+
+ <p>For more information, see the <a href=
+ "{@docRoot}guide/topics/manifest/uses-feature-element.html"><code>&lt;uses-feature&gt;</code></a>
+ documentation.</p>
+ </li>
+
+ <li>If you use this NDK to create a native library that uses the API to access Android {@link
+ android.graphics.Bitmap} pixel buffers or utilizes native activities, the application
+ containing the library can be deployed only to devices running Android 2.2 (API level 8) or
+ higher. To ensure compatibility, make sure that your application declares <code>&lt;uses-sdk
+ android:minSdkVersion="8" /&gt;</code> attribute value in its manifest.</li>
+ </ul>